Nice pictures Dan, I really enjoy their other game,, Flames above Falklands. The rules are dead-simple, and give a quick game loads of period flavor. I have the rules for Thud Ridge but have never got around to painting the US aircraft. I was thinking of using the Magister Militum CAP Aero 1/1200 SAM sites for it however.

The SA-2 are 1/300 from CinC. Got the idea of using them from CAG 19 and his web site. Twice the size they should be in terms of the a/c, but when the NV player puts one out it gets noticed (smile) by the US players. There will be a 1/600 scale SA-2 as soon as next month (keep checking Picoarmor's website), but I like the size (smile). I'm adding some 1/600 SA-3 for my Egyptian forces for 1973.

The rules with their packaged miniatures are a great deal and allow one to get started without additional investment (although I've added a ton of a/c). I just bought "Scramble for Britain" and one gets the rules and 15 miniatures (3 Spits, 3 Hurricanes, 2 Me110, 4 Me109 & 3 Do17) for about $16 USD US.

Right now he has rules out for Korea, Falklands, Vietnam, Battle of Britain, WWI, Suez and a free set for the 1948 Sinai on his web site at: link

I'm working on a set of rules using WaW as the base for the Guadalcanal campaign in 1942 right now. I'll post some additional pictures soon and alert those interested on this site.

CAG 19, I'm on your site and get regular updates. Very nice work and I'm impressed at every picture.

Took me about a dozen tries to win a copy of "Downtown" off E-Bay starting last summer. Managed to get a copy of "Elusive Victory' fairly easy. Working to incorporate a number of their features into 'Thud Ridge'.

Brian Bronson of our local group has been putting together a spreadsheet copy listing all aircraft, versions, date of service and weapons that I'm going over in an effort to see if it really matters the difference between various models. If nothing else the appearance 'time' of various aircraft and weapons helps set up scenarios I want to try.

Want to make 'Thud Ridge' somewhat more granular without adding some much chrome that it chokes. 'Thud Ridge' does a great job of incorporating lots of background data that the game player does not need to know about or game, but some of what has been incorporated or left out is interesting or important to understand. I'm looking at various weapons (improved AIM, laser guided bombs, Cluster Bombs, SA-3 if the Soviets had offered it to the NV, etc.), NV problems with integrating SAM and MiGs, as well as ECW and 'hidden' movement by both sides (detection).

I have some ideas about detection that could be taken forward. There are optional rules for the SA3 in DT as well as later weaponry and aircraft. The designer notes cover the modelling idea for DT which covers performance vs equipment that is helpful for Thud Ridge additions. You could also use raid warning info to create fog of war and restrict entry options etc

(I am on the train working off an xda so struggling with txt entry)

The DT conversion as is only works as co op and i would welcome your input

This was our first game, and none of us are experts on Vietnam air tactics (and it showed, my oh my it showed!)

We bought a reasonably balanced strike package: 6 F105 as bombers, 2 F105 wild weasels, 4 F4 as MiGCap, 2 F100 fac, 2 RB66 recon, and a SAR team of an A1 and HH53. And then we sent everything in on the first turn with no rhyme or reason.

Eventually we discovered the North Vietnamese had 6 SAMs, 2 Mig 17, 2 Mig 19 and 2 Mig 21 defending.

A key feature of this game is you buy your own forces from a points list. And the more you buy, the more victory points you need to amass to achieve victory. You can get points for bombing strategic and tactical targets, shooting down planes, and rescuing pilots. The location of strategic targets is determined at the start of the game, but tactical targets can be found during the game anywhere at any time. The Vietnamese player may keep his defenders hidden and reveal them when and where he wants, though he may be forced to reveal SAM sites. This unpredictability gives the game a tense feel.

The game has very simple rules, is quite evenly balanced, and is perhaps the hardest game I've ever played. It does an excellent (IMO) job of rewarding good tactics and punishing bad ones. If you don't plan and execute a proper strike package, you'll take heavy losses (like we did).

I think one of the few flaws is ithere isn't a single list of aircraft with their stats and mission capabilities. You have to hunt through the rulebook (albeit a small one) to find each different bit of info you need. Also, unless you are well-versed in the aircraft, you will have difficulty in setting up your forces. Hence my work on the list Dan mentioned.

It was great fun. The only thing I hated about it is now there's another set of rules I want to buy and figures to paint!

I've bought my aircraft directly from Tumbling Dice and Dom's Decals. Both give excellent service, but I tend to buy from Dom's usually as he also sells the decals needed in this scale (Tumbling Dice sells Dom's decals also) with pictures of the aircraft and decals (TD has no pictures of the aircraft or decals).

I usually get my stuff from either in about a week from the UK to Wisconsin.

Both vendors can be found in the manufacturer's section of TMP. Contact me with any questions.

- glue magnet on bottom of the model- prime entire model white- paint 'top' light gull grey (US Navy)- paint cockpit light blue- black wash formed lines using thin brush (not all that hard and not all that exact as you just want to suggest)- special area painting (nose, engine vents, warnings, etc.)- put on decals, then use Micro Set to 'fix' them- matte spray

I usually do 2-4 of each squadron at a time and can get them done in an hour or so total 'hands on' time (leaving them to dry at each stage). Doing the USAF is even easier.

I find doing the research to get an idea of what a particular squadron looked like at a particular time is a lot of fun. Lots of resources out there on the 'net.

I forgot to mention, in case folks did not recognize them, that all the bases are by Litko. I use 1", 2", 3" and 4" stands with magnets, color bases (blue for US and red for NV) that have Litko's 1-10 dials and pointers added (to reflect the aircraft's 'energy').

Each separate bases has the dials permanently mounted and the pointers freely turn (the topper with magnet on top is also glued on). This way I know which is the 'front' of the base as the dial cannot move (I have the dial glued on so that the 10 and 1 are at the front). Litko sells a 1-6, 1-10 and 1-12 dial I believe.

I use a 30x30 mm base for smaller aircraft and 40x40 mm bases for large aircraft (basically KC-135, KC-130 and B-52 for this period, but I'm thinking of moving the B-66 and RA-5C over to this size base also).

Took me about a dozen tries to win a copy of "Downtown" off E-Bay starting last summer. Managed to get a copy of "Elusive Victory' fairly easy. Working to incorporate a number of their features into 'Thud Ridge'.

Dan, can we look forward to seeing your work here in due course?

Should have completed all my current sci fi project by Salute (UK Show on 24/4,where I'm involved with a demo game). Then i can start work on my Thud Ridge/Downtown project/forces in earnest, whch will be a pleasant change of pace.